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Command feature for CMX2


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Perhaps this has appeared elsewhere, but for me it came up in discussion last night with mates:

Provide a command level in CMX2 above a 'combat mission'; a command level that assigns the combat missions - defining goals and allocating resources. This wouldn't be the usual game, but a mode that allows a development of the concept of Operations.

What developments?

1. A larger area of operations. Battles move not along a linear passage of land but from 'choke point' to 'choke point'. A defeated player, for instance, would choose where to make their next stand - which might be kilometers back from a lost position rather than 100s of meters. This requires and encourages a new/extra approach to being a commander for those who take up the challenge, but one not substantially different from the boardgames many wargamers are used to. The operational time frame would extend over a series of days. In 1944, the Operation C.O. player could be in command of a soviet tank corps during one of the breakthroughs of Operation Bagration in 1944, a column of Patton's army in France, SS troops in the Ardenne or the GIs that chased them back.

2. A discrete operational commander mode in which decisions entirely above the tactical hoo-haa of the battle are made - unlike present operations where you stretch yourself from Squad Leader to Major. Decisions like setting goals and routes for discrete bodies of troops; the composition, timing of dispatch, and routes for reinforcements; locating fall back positions, setting local air interdiction missions, paratroop landings, ,,,

3. Perhaps PBEM opponents might just play this mode 2 player and fight each individual battle as well as run the operation. However, it enables other players to be involved for whom the commander must write orders. A formal but simple order process within the game means the CM briefing would effectively be the orders written by your supierior.

4. B&W 'Line drawing' style maps abstracted from CM terrains for the Op.C.O.. These maps could be generated first and then act as the overlaying guide for the computer's generation of each particular CM battle wherever significant forces meet/attack/defend. It is on these maps that the Op.C.O. schematically sets out his troops and orders the groups into action.

The process of doing this sort of operation has to be enjoyable rather than just lay as an administrative lump on the fighting. So, what should it avoid and what features of higher level command games should it try to incorporate?

[ April 19, 2004, 03:50 AM: Message edited by: HarryInk ]

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One objection to this level of CM game that derives from real life exercises is the hassle of writing detailed orders for units - even ones that you're shuffling around behind the action... times...routes...configuration of columns...ETAs, etc. etc. Must be a pain.

In a CM Op, presumedly routes and times can be sorted by the program? Mouse clicks to define waypoints (that could appear with ETAs) just as in the current game. Pauses could add 5 or 10 min to the departure times.

The only orders necessary would be for junior COs when the program advises that you've hit a defensive position or collided with an enemy column, and you're going to shift to battle mode.

Overall timing could occur on a 'we go' principle still? You plot for a hour or two's action, anything that hits enemy stops for battle while non-engaged units continue to maneuver? Perhaps with a % chance for non-engaged units to 'march to the sound of the guns' or allow you to reconsider your orders....?

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